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tdogg

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Posts posted by tdogg

  1. I put one strike at the start to catch them at set up because I saw the 7 minute wait time and limited line of site. I thought this might be the only chance to use the werfer. I think maybe the shock of the initial barrage might have disrupted the opening assault, so they we regrouping the infantry that was panicked. That made them a target again for the werfer.

    I don't think you should change to much because you may break the concept of the scenario.

    Some suggestions might be to add more AI plans for variation, and set them up in a spread out positions to help against player first turn arty strike.

    You could try adding another wave of reinforcements, but that might not solve the early surrender if they surrender before the 2nd wave arrives.

  2. Played this one last nite here's how it went.

    Spoiler

    The heavy caliber neblewerfer is like an atomic bomb. The destruction unleashed by this was worth seeing....impressive. I'm curious how many AI plans you have for this. The plan for my play through had all 50 red AFVs hit the German left and center. There's a clump of trees where they form up for the attack on the center. They seriously stage there for 10 minutes. I couldn't resist and put a nebel strike right in the middle, my god that one strike eliminated 50 percent of the red armor. The rest of the red force went charging forward and was able to get pretty close due to the restricted line of sight. They took out the 2 tigers and a stug which caused some concern, but the king tiger was an unstoppable beast. It shrugged off some 20 hits and killed 11 tanks plus 30 infantry. The another 10 tanks were killed by the Shreks and ATGs. This all happened by minute 30 of the scenario, and once the AI was down to 3 operable tanks they surrendered. I was surprised they threw in the towel, but when I looked at the map in the aar it revealed the total carnage of the Werfer strike.

    Fun play through inspite of the early surrender, repelling that AI charge was an intense 20 minutes of gameplay.

  3. I stand corrected - I've just run a few tests and it is as I already wished it to be. :)

    Jock had answered while I was testing and typing:

    Did they stop when sighting was inside or outside arc?

    I was testing armour and infantry with CAs and CAAs and noone was stopping when the target was outside the arc.

    But I could have sworn it to be otherwise.

    One thing is what YD already wrote: that incoming fire stops hunt. Even if this fire cannot or is unlikely to harm you. This is independent of having a CA or not. Maybe that is what I experienced and why I came to a wrong conclusion.

    What I could not recreate is a situation where a hunting unit looses its nerve and starts to shoot outside its arc without being shot at. I'm not sure what happens then.

    Just a fun pic from the test:

    Bildschirmfoto2014-08-21um153311_zps5b3e934d.jpg

    There was no shooting and so no suppression. Which means that just being close to the enemy will not stress your troops. That is a bit of a surprise since a pixeltrooper can not know that the other side has orders not to shoot.

    This is why we should have hand to hand combat even if it's abstracted. Needs to be done. And I love the idea of move to contact making a comeback.

  4. The feature I would like to see next is support for Head to Head campaign play. I really, really want to be able to play campaigns via PBEM. Several people have created systems for campaigning outside of CM but I would like to see the support for the Campaign feature some people are currently enjoying extended to fully allow head to head play.

    Even better, a multiplayer co op campaign. Take a regiment, each player takes a battalion on a huge map and have at it, would really make multiplayer more fun and a great way to tackle the monster scenario that the new 3.0 cm is capable of. I bet we get this with the Kursk module, to simulate large unit attacks.

  5. Played this one, went well. I was a little nervous about taking on all that soviet armor with just a marder and a stug with some infantry. I was amazed how well my marder did, I unbutton them key holed behind a stand of trees and boy where they deadly, definite iron crosses for them.

    Just curious if the scenario has multiple ai plans ?

    The only nit picking I would say is to maybe clean up the briefing a little. It reads like it's written by some one that speaks English as a second language....which is ok.... Just might detract some one from playing the scenario.

    Nice effort and thank you for taking the time to share this with the community.

  6. Played through this, it was cool to have a small intense action scenario with a fictional story driving it. The house fighting near the bridge of my extraction route was great, my pixel truppen got some clean Fausts on target. My only complaint is that if your gonna have a guy like skorzhany in the story, I would have loved to have seen his name on a squad with elite rating. The guy did pull off a nice spec op style rescue of Mussolini.

    Good mission though, definately worth a play through.

    I played your other one with the trenches, like the sunken trench design on the map. Good intense action, but I could only hold one trench and ended with a minor defeat.

  7. Man I'm glad I didn't call a retreat and pull back. I should have read the briefing better, cuz 3 more squadrons arrived with another mortar platoon. While the reinforcements arrived, disengaged the first squadron that made the probe attack on the far right and failed. I then redeployed to the far left and sent the sappers into the mine field to clear it out. It seems I have found my axis of attack on the far left and am making head way now. 35 min. to go and I have 3 full squadrons forming for the final assault on the village after completing a successful flanking movement on the left.

    This scenario is cracking up to be a real good one, thank god for the healthy time limit that allowed a redeployment.

  8. I can't tell which sound mod I got it from but I'm using a mod soup of oddball jorje and saferight. I notice that the dp and the maxim have the same sound. Any chance we could get a sound specifically for the dp, maybe the one the t34 uses as the coax sound as that's the same gun?

  9. Tough Scenario, I think 2 mortar units instead of 1, or 1 mortar unit with 150 shells would make this winnable the first try and still be difficult. If I was the commander in RL, I would have attacked before dawn in low light. At this point, if I had to restart, which I never do cause I only play a scenario once, I'm tempted to hault all advance and call this a recon by fire and wait for a few ZIS guns to be moved up or a few SU76s. those bunkers are tough with no direct HE fire.

  10. I played this last nite, it was a lot of fun. Great map, my battle looked like the screen shots posted....total carnage. The AI came at me pretty aggressively, I got a surrender at 17 min to go, but it was a nail biter all the way. I was surprised that the AI surrendered because my side was just as broken as theirs. If the Russians had followed with renforcements I would have been toast.

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